Eternal Knights waaaay too strong.
The lovely reflect mechanic no one love plague us all...
In act 1 is already annoying enough. But it's okay in act 1 since it not that bad and you still slow as snail. Other monster are not that problematic either. But later encounter is not. Slow in, slow out cuz I'm just a player.
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They are challenging on my Ranger but they are not as bad if you fight them in melee, they won't shoot their projectile in melee. Also that projectile IS avoidable if you dodge or just step away a little as long as you shoot at them from a certain distance.
Tech guy Last edited by Warrax#2850 on Jan 5, 2025, 12:01:49 AM
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Absolutely not. We need more mobs like Eternal Knights. I found them interesting to deal with as opposed to majority of the mobs that you don't need to think about.
What you're asking for is to further generalizing the gameplay. No thanks. |
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" Eternal knights show up early in Act 1 where classes like Ranger have nothing but projectile-based skills. The fact that they endlessly spawn during the praetor fight is yet another middle finger to Ranger and other projectile classes. It’s fine to have a “fuck projectiles” enemy but they should not be a common mob and they should not be in act 1. |
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" Isn't this one of the few [only?] types of enemies in the game that provide any significant challenge to ranged builds at all though?? As it is projectile-related builds seem to be dominating the game to a ridiculous extent so significantly nerfing their [only?] significant enemy seems borderline ludicrous. Devil's Advocate: I do think it's reasonable to be merciful in the early Acts as classes haven't had enough time to develop proper defenses, recovery, alternate attacks, alternate ways to deal with annoying enemies, etc... If I'm wrong though let me know as I'm at least willing to listen ... |
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" It's fine to have them as unique one, or have a CD / timer when use. Its interesting monster indeed, when you still going slow and meet them for the first time. But just like sanctum. You don't feel good when something counter your play style specifically. People do like challenge and gimmick, but when overly use by put in trash mob, it's stale real quick. It also have nothing to do with how range are more meta. That another story since it's design issue to not properly balance melee enough. Why melee class have to feel inferior to range? That is better question, exile. Slow in, slow out cuz I'm just a player.
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How many threads are you guys going to make about this one particular enemy?
Stop spamming ranged attacks against them when they’re coming at you with shield’s up. That’s when they do their counter projectile attack. Get up close, bait and whiff their attack, then unload on them while their shield’s down. |
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" The thing that makes them odd as a “regular mob” is that they hard counter all projectiles. No other normal mob in the game hard counters a playstyle like that. As for “anti-ranged” mechanics in the game there’s “proximal tangibility”, “mist walker”, “hasted”, “mana drain” along with league mechanics confining you to a tiny arena filled with enemies. |
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Yup they are annoying for Spark Mage or in my case Gemling Spark buuuuttt just equip Arc, it is not a projectile and will pretty much one shot any white mob. You can gem and hotkey more than one skill ya know...
Time to start thinking outside the box, would like to see more mobs that require a bit of forward thinking. |
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They really should just limit their numbers to 1 per pack similar to River witches. Its clearly a mechanical monster designed to be more mechanically challenging for ranged builds. In campaign you just bait their melee attack so they drop their guard for an easy punish. But in maps its hard to do that if theres a whole group of them bunched up like an army of spartans.
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